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This is a new hack so changes to the hack are possible. This submission is a TAS to complete the game as fast as possible. I have it labeled at 22-exit because I'm pretty sure that right after you get the cape in "Well Made Camera System", you can get the second cape in the level, die and possibly complete the secondary exit in "Angry Parachutes," saving 9 exits. However, due to the level not being frozen, even if this was possible, it might potentially activate a third exit, or not do anything at all. I haven't tested this yet however, and my next TAS of this will be the 100% TAS. So I'd label this as 22-exit (or RTA any%) for the time being. The link to the hack: https://www.smwcentral.net/?p=section&a=details&id=35707

Game objectives

  • Emulator used: BizHawk 2.9.1 (Using BSNESv115+ core)
  • Complete the game as fast as possible
  • Complete the game as fast as possible using the Star World (RTA) route

Comments

This is where I actually know how to do everything in Super Mario World TASing. It is to note that this hack is pretty aware of some glitches so stuff such as walljumps are patched and L/R Scroll is disabled. Therefore some capeless skips aren't possible. There's alot of going back to get a cape as well.

Stage by stage comments

Angry parachutes

Pretty standard stuff here. Nothing too fancy. Just alot of 6/5ing and two midairs into hopping glitch.

Getting Closure (Secret exit)

The football right under the block with the key does get in the way with some fairly complex moving to avoid while saving as much time as possible.

Frozen Strawberry

One of the more annoying and time-consuming levels in my personal opinion. The level would be easier as small mario, hence why I took damage at the chuck gate right before the midway. You can damage boost through only one before the midway, however all other chuck gates must be done through the intended way.

Well Made Camera System

The earliest cape level in the run. (There are two capes (That I am aware of) in this level. For the theoretical 13-exit run, get the first and second cape, die, and go back to the first level. Using the cape you (possibly) can go under the wall over the lava pit to get the secret exit.) I have to warn anyone that watches/plays this level that it may cause eye strain.

Impaler's Bastion

The slope clip in this level is incredibly precise. Because the above floor is too low, you cannot just do a normal slope clip, otherwise you'd pop back out of the floor. You have to do a precise air catch to not get too much upwards speed and then you can go under the level. This takes some time to set up, and I almost gave up.

Apple Picking Orchard

This is one of the essential parts to getting to Star World. First, I go to the turnblock with a P-Switch inside it. Then I go back to the beginning of the level where the yoshi is, hit the ?-block with the P-Switch and do a Yump to get to it, finishing the level after getting the yoshi. The Yump is to save time going for the Blue Switch Palace, as that is pretty far out.

Well Made Camera System 2 & 3

This is only to get the cape required for Star World

Yoshi's Vineyard (Secret exit)

Nothing too crazy, doing everything to get the secret exit as fast as possible. However you could probably keep Yoshi from going as far and save some time that way.

Distress on Demand! (Secret exit)

The 6/5 is used to avoid first a jumping chuck that is nearly impossible to keep 49 speed with and to wait for a flying koopa to get in place to be able to jump the wall.

Wet Floor (Secret exit)

There's alot of waiting in this level as big mario(Required for the secret exit,) and I personally don't like it too much

Alpine Leap

This level is easy, however upon getting the cape, some things aren't as normal. Most notably, the inability to to a reverse dive (L and R while facing left.) I have to warn anyone that does this level, that it's pretty complex. While you can just remap Left and Right after doing the double jump, it's still weird.

The Sempiternity of the Void

The most annoying level in my opinion. Some of the disco balls move way too fast making this level insanely precise and complex to optimise even for TAS.

even a crew will suffer severely

The most claustrophobic level. Alot of stuff is almost possible, however due to the speed of the Layer 2 scrolling up and down it's just barely not possible. Some spots are insanely tight with piranha plants and Dino Rhinos, making this alot more precise. The second section is alot harder. However it's also the only actual level-based section that is possible to get P-Speed. Conserving it is insanely hard though because the Layer 2 is moving alot harder because they are skewers instead of just ground and walls, so you can't just hit the wall and turn around.

Well Made Camera System 4

This is also to get the cape for the next two levels

Angry Parachutes (Frozen) (Secret exit)

Going under the level but staying on screen as much as possible.

CUSTOM SPRITE

This level uses a gimmick that doesn't mess you up too much. All you really have to do is keep flight while avoiding going off the top of the screen at certain spots when the sprite launches you upwards. At the end you can launch into the munchers since it's the end.

Motion Slickness

Pretty much your average Kaizo: Intermediate-Expert so not too many breaks that I am aware of. There's a tad bit of stalling to wait for some of the Lava Lotuses to shoot.

CUSTOM SPRITE 2

To get the cape in the next, you have to get the mushroom here first, otherwise it'd take longer.

Non Compos Mentis (Secret exit)

It is worth to note there is alot of waiting here and cape flight doesn't get affected by the randomised controls like in Alpine Leap.

K2

Just a vertical level, so the best thing to save time is optimising when you spin fly. The wind swapping can also either help or it can hurt depending on where the wind is blowing.

Mario's Machine-Like Manor

You need the secret exit in order to complete the normal exit. Also the rooms you get might not be the same as someone else since the room choices are based on RNG, so you could manipulate RNG to get the best and quickest rooms

Fish Hell Ice Show 2

Getting the cape will make the final level a lots faster

Face the Bitter Cold of Bowser's Castle!

The route I currently have for this which I find fastest is 2, 6, (Bottom left because I don't know what the number is), 18, 21, 24. The only level that actually has something to be said about is 24. The pufferfish is pretty annoying to avoid and is pretty precise when avoiding it. It's also fast to Damage boost at the end.

Face the Bitter Cold of Bowser's Castle! (Boss)

Spamming X and Y every other frame is the fastest way to damage bowser. The attacks here are also determined by RNG, so you can probably manipulate it to get no attacks where bowser retreats, making him impossible to hit. As for the 3 checkpoint bosses, the hardest part would probably be finding the correct position and speed to throw the hammers. More specifically on the midpoint where you can't be on the ground. The moving platforms can mess with the trajectory of the shot of the hammer, making landing the shots pretty hard

Other comments

This has quite a bit of under the level so it might not be insanely entertaining to watch
Cancelled because a new faster route was found.


TASVideoAgent
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This topic is for the purpose of discussing #8902: Suru486's SNES Nonsense "22-exit" in 35:36.45
Masterjun
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Can you explain why this is a "22 exit" run when the RTA categories list "16 exit" and "24 exit"?
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
TASVideosGrue
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om, nom, nom... *burp*!